From Command#18 The Allied Offensive A Short Campaign Scenario for 1918: Storm in the West by Ted S. Raicer 20.0 The Allied Offensive 20.1 This scenario covers the last four months of the war, from the first major Allied counterattacks in the second half of July to the Armistice in November. All regular 1918: Storm in the West rules apply except as modified below. 20.2 Came Length. This scenario begins with the Allied Player Turn of Game Turn 9 (July 11) and continues until the end of Game Turn 16. The German Player Turn remains the first player turn of each game turn of this scenario, but there is no German Player Turn during the first Game Turn. All normal Game Turn 9 rules are in force (all Stosstruppen replaced by their regular- infantry counterpart, the AGB is removed, etc.). The Germans are considered to have passed their turn nine morale check. 20.3 Marker Placement. Place the Game Turn marker on Game Turn 9. Place the other markers on the Data Track as listed below. Allied Morale - 13 German Morale - 18 German Replacements - 4 British Replacements - 2 French Replacements - 3 Belgian Replacements - 1 U.S. Replacements - 5 Note: When starting play, the Allied player does add his normal Game Turn 9 replacements to the numbers above. 20.4 German Set Up. The German player sets up first. The German front line is modified to include the following hexes (representing the gains of the Kaiserschlacht): Georgette: 1533-1634-1635-1734. Michael: 2034-2134-2235-2335- 2436-2535-2635-2634-2733. Blucher: 2833-2933-3033-3032- 3131-3232-3231-3130-3030-2929. All German units begin the game on the map (except AGB and the Stosstruppen, see 20.2 above). All front line hexes must be covered by at least one unit or ZOC. Two 5-6-4 infantry must be placed (alone) in 3028 at reduced strength. Two other 5-6-4 infantry must be placed (alone) in 3231 at reduced strength. (Those units spearheaded the last part of the German offensive.) All other German units begin play at full strength, and may be placed in any other front line, German trench, or German fortress hexes. 20.5 Allied Set Up. The Allied player sets up second. All Allied units available by the end of Came Turn 8 begin the game on the map, with the following exceptions: 1) the Portuguese Corps has been eliminated (and may not be replaced); 2) any one French infantry corps is placed in the deadpile (and may be replaced). The Allied player receives his normal Game Turn 9 reinforcements. The Belgians set up as in the normal campaign scenario. The British set up all their infantry corps in any Allied front line hexes (any hexes adjacent to the new German front line) in or north of hexrow 25xx. All British front line flexes must contain one or more British units or Zocs. The British Cavalry Corps may set up in any Allied-controlled non-front line hex north of 25xx. The French set up all their available infantry corps in any front line hexes in or south of hexrow 24xx. All French front line hexes must contain one or more French units or ZOCs. The French cavalry corps and AAC may set up in any Allied-controlled non-front line hexes south of 24xx. The U.S. sets up as follows. One division in each of 3128, 3331, 3132 and 2934. All remaining available U.S. divisions may be set up in any other Allied -controlled non- frontline hexes. 20.6 Air Units. The German and British air units are not available for use on Game Turn 9; the French air unit is available. 20.7 Victory. The normal campaign scenario victory rules apply. 20.8 The Paris Gun (Optional). This rule was suggested by Command subscriber Ronald C. Kehir. In may be used in either this or the historical campaign scenario. During the Terminal Supply Phase of every German Player Turn, the Paris Gun Big Bertha if still in play, fires on the French capital. Two dice are rolled (or one die twice). If the result is a "12," the Allied morale level is lowered by one point. This may occur any number of times throughout a game. (This rule simulates the gun hitting some symbol of French national pride, such as the Cathedral of Notre Dame, etc., and gives the Allied player some motivation to go after it.) NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://pages.about.com/strategygames/), originally collected by Andrew Webber (gbm@wwwebbers.com)